forked from Mirrorlandia_minetest/minetest
240 lines
6.1 KiB
C++
240 lines
6.1 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <iostream>
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#include "irrlichttypes_extrabloated.h"
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#include "client/tile.h"
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#include "localplayer.h"
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#include "../particles.h"
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struct ClientEvent;
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class ParticleManager;
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class ClientEnvironment;
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struct MapNode;
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struct ContentFeatures;
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struct ClientParticleTexture
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{
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/* per-spawner structure used to store the ParticleTexture structs
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* that spawned particles will refer to through ClientParticleTexRef */
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ParticleTexture tex;
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video::ITexture *ref = nullptr;
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ClientParticleTexture() = default;
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ClientParticleTexture(const ServerParticleTexture& p, ITextureSource *t):
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tex(p),
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ref(t->getTextureForMesh(p.string)) {};
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};
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struct ClientParticleTexRef
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{
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/* per-particle structure used to avoid massively duplicating the
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* fairly large ParticleTexture struct */
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ParticleTexture *tex = nullptr;
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video::ITexture *ref = nullptr;
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ClientParticleTexRef() = default;
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/* constructor used by particles spawned from a spawner */
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explicit ClientParticleTexRef(ClientParticleTexture &t):
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tex(&t.tex), ref(t.ref) {};
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/* constructor used for node particles */
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explicit ClientParticleTexRef(video::ITexture *tp): ref(tp) {};
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};
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class ParticleSpawner;
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class Particle : public scene::ISceneNode
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{
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public:
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Particle(
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IGameDef *gamedef,
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LocalPlayer *player,
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ClientEnvironment *env,
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const ParticleParameters &p,
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const ClientParticleTexRef &texture,
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v2f texpos,
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v2f texsize,
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video::SColor color,
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ParticleSpawner *parent = nullptr,
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std::unique_ptr<ClientParticleTexture> owned_texture = nullptr
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);
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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}
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virtual u32 getMaterialCount() const
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{
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return 1;
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}
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virtual video::SMaterial& getMaterial(u32 i)
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{
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return m_material;
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}
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virtual void OnRegisterSceneNode();
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virtual void render();
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void step(float dtime);
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bool isExpired ()
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{ return m_expiration < m_time; }
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ParticleSpawner *getParent() { return m_parent; }
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private:
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void updateLight();
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void updateVertices();
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void setVertexAlpha(float a);
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video::S3DVertex m_vertices[4];
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float m_time = 0.0f;
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float m_expiration;
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ClientEnvironment *m_env;
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IGameDef *m_gamedef;
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aabb3f m_box;
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aabb3f m_collisionbox;
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ClientParticleTexRef m_texture;
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video::SMaterial m_material;
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v2f m_texpos;
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v2f m_texsize;
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v3f m_pos;
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v3f m_velocity;
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v3f m_acceleration;
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const ParticleParameters m_p;
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LocalPlayer *m_player;
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//! Color without lighting
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video::SColor m_base_color;
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//! Final rendered color
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video::SColor m_color;
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float m_animation_time = 0.0f;
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int m_animation_frame = 0;
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float m_alpha = 0.0f;
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ParticleSpawner *m_parent = nullptr;
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// Used if not spawned from a particlespawner
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std::unique_ptr<ClientParticleTexture> m_owned_texture;
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};
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class ParticleSpawner
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{
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public:
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ParticleSpawner(IGameDef *gamedef,
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LocalPlayer *player,
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const ParticleSpawnerParameters ¶ms,
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u16 attached_id,
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std::vector<ClientParticleTexture> &&texpool,
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ParticleManager *p_manager);
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void step(float dtime, ClientEnvironment *env);
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bool getExpired() const
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{ return p.amount <= 0 && p.time != 0; }
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bool hasActive() const { return m_active != 0; }
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void decrActive() { m_active -= 1; }
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private:
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void spawnParticle(ClientEnvironment *env, float radius,
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const core::matrix4 *attached_absolute_pos_rot_matrix);
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size_t m_active;
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ParticleManager *m_particlemanager;
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float m_time;
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IGameDef *m_gamedef;
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LocalPlayer *m_player;
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ParticleSpawnerParameters p;
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std::vector<ClientParticleTexture> m_texpool;
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size_t m_texcount;
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std::vector<float> m_spawntimes;
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u16 m_attached_id;
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};
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/**
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* Class doing particle as well as their spawners handling
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*/
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class ParticleManager
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{
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friend class ParticleSpawner;
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public:
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ParticleManager(ClientEnvironment* env);
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DISABLE_CLASS_COPY(ParticleManager)
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~ParticleManager();
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void step (float dtime);
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void handleParticleEvent(ClientEvent *event, Client *client,
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LocalPlayer *player);
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void addDiggingParticles(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f);
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void reserveParticleSpace(size_t max_estimate);
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/**
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* This function is only used by client particle spawners
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*
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* We don't need to check the particle spawner list because client ID will
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* never overlap (u64)
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* @return new id
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*/
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u64 generateSpawnerId()
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{
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return m_next_particle_spawner_id++;
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}
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protected:
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static bool getNodeParticleParams(const MapNode &n, const ContentFeatures &f,
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ParticleParameters &p, video::ITexture **texture, v2f &texpos,
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v2f &texsize, video::SColor *color, u8 tilenum = 0);
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void addParticle(std::unique_ptr<Particle> toadd);
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private:
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void addParticleSpawner(u64 id, std::unique_ptr<ParticleSpawner> toadd);
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void deleteParticleSpawner(u64 id);
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void stepParticles(float dtime);
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void stepSpawners(float dtime);
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void clearAll();
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std::vector<std::unique_ptr<Particle>> m_particles;
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std::unordered_map<u64, std::unique_ptr<ParticleSpawner>> m_particle_spawners;
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std::vector<std::unique_ptr<ParticleSpawner>> m_dying_particle_spawners;
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// Start the particle spawner ids generated from here after u32_max. lower values are
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// for server sent spawners.
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u64 m_next_particle_spawner_id = U32_MAX + 1;
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ClientEnvironment *m_env;
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std::mutex m_particle_list_lock;
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std::mutex m_spawner_list_lock;
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};
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